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Thread: A Suggestion: Turn the TIE Interceptor Into a Dedicated Gunfighter

ArianSix
Tue Nov 02, 2004 9:36 am
#79






lisasdarren wrote:

I was going to suggest a similar test to this one, take your TIE/In and do some tests, top speed, turn speed, how responsive it changes direction and optimum turn speed, then load the same kit into an interceptor and do the same again.


I can't do this test yet as I am only 2/2/2/1 but I am sure there is someone out there who can, if the interceptor is correctly stated as a dogfighter then it will be faster than the TIE/In on the same engine and more manouverable, the advantage of the interceptor isn't big guns, its being able to run circles around and outrun your enemies.


If you want big guns get a TIE Bomber instead


Note, if in fact the interceptor doesn't out manouver the TIE/In then there is something wrong and it needs to be looked at, until I fly it i can't pass judgement on it.







I can answer this question for you already.


My Tie-Int has a higher top speed and seems to perform much better than my Tie-In in the upper speed brackets. At lower speeds, however, the Tie-Int gets very sluggish so I'm always readjusting my speed during a dogfight if I want to go straight or turn.


The Tie-Bomber isn't about the "big guns". The Tie-Bomber is a missile/bomb ship. It was not meant for blasting other ships out of the sky with projectile weapons... this is the area of the Tie-Int. The Tie-Int is a high speed dog fighter with cannons optimized toward blasting the enemy.


JtL warps this because the Tie-Bomber's higher mass allows for you to install the best engines, reactors, weapons, etc with no regard to mass.


The Tie-Adv is a Tie-Int with another set of projectile mounts and slightly higher mass, but my initial testing seems to indicate that it's sluggish. I'm still playing around with it to see what's going on...


-- A6





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Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Cry4Dawn
Tue Nov 02, 2004 9:39 am
#80

I would agree with the original poster.. Guns baby guns



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Coran_Sienar
Tue Nov 02, 2004 9:44 am
#81

You can have 4 guns for your Tie Interceptorsif the A-Wings and Scyks get balanced to match them. The Rebel and Imperial fighters and bombers are fine as they are. The Privateer ships are gimped by comparison. If it wasn't for their EMP ability, they'd be totally screwed.



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Aced all 9 Squadrons
ArianSix
Tue Nov 02, 2004 9:44 am
#82






Vicotnik wrote:
Are any of these weapons crafted though? And if so, are they crafted with the speed limiter upgrade and maximum experimentation on energy drain per shot? Forget about those maximum damage increasers, shield efficiency upgrades, the speed limiter is the way to go!






I've tried to get crafter weapons, but with the severe mass limitation of the Tie-In and Tie-Adv have not been able to get the value out of them that I get out of the looted weapons.


Ignoring the capacitor...


DPS value1 = (min dmg + max dmg) / 2 x (armor penetration) x (1 - refire rate)


DPS value2 = (min dmg + max dmg) / 2 x (shield penetration) x (1 - refire rate)


The armor and shield penetration of my looted weapons are superior to any of the crafted ones I've seen so far and have a heavy impact on DPS. Unfortunatley, this doesn't do much good in terms of mass or, in the case of my main gun, energy drain per shot.


-- A6





(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Xxanther
Tue Nov 02, 2004 10:07 am
#83

I completely agree. The tie interceptor is a dogfighter. I would even put in a vote for 2 weapons mounts and lose the missiles. I would be willing to give up all droid/flight computer, missile, chaff options for GASP 4 weapon mounts which is what the ship looks like it is shooting in the game. However this brings up another issue:


Why do all the tie fighters, assuming you are using the best equipment you can buy, not allow you to equip the best gear from the same tier? This is ridiculous. For god sakes if you are going to throw heinously hard missions at us, at least allow us to equip the same level gear as our ship. I can't even remember how many times I have died on the tier 3 missions because my tie interceptor can only be equipped with level 5 gear and gets hosed before the 90th 6-7 ship wave of tier 3 NPC ships pops out of nowhere after you completed that step of the mission.. BTW I am not even running a full boat, I only have a reactor, engine, shields, armor, capacitor, boosters, and a weapon. No space for such frivolities as missiles, chaff, or a flight computer AND WE ARE TALKING ABOUT LEVEL 5 GEAR NOT 7. Not to mention the tier 3 mission is so hard that the level 7 gear probably would not help...but that is another thread. The developers need to seriously look at increasing the space capacity level on the tie's again so you can equip the basics like I do at the max level of the equivalent tier. Then if you want to included the other gear you have to start making tough choices.

My two credits...
ArianSix
Tue Nov 02, 2004 10:38 am
#84


Xxanther,


I'm in the same boat. My Tie-Int is completely stripped down to the bare essentials. I have the same loadout as you, but in order to accomodate a bigger gun and engines, I'm using a level 2 reactor and a level 2 booster. No missiles, countermeasure, or droid interface.


I could solo 2 of the 4 tier 3 missions. I needed help on the first two. With bstrike1 I could solo the fourth one, but an imp was nearby so I let him help me take out the second cap ship.


The secret behind my Tie-Int is 2 components - a massive laser cannon and a large engine. With careful fighting, I can do a lot of missions with minimal dogfighting damage. The problem is when there are no distractors in the area and you have 20 ships on you at the same time... then it starts to get hairy... and capships are impossible without bstrike to soften or even to completely eliminate the target.


-- A6

Message Edited by ArianSix on 11-02-2004 09:39 AM



(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Dragonbanisher
Tue Nov 02, 2004 11:07 am
#85


The interceptor's stats are compareable to that of the A-wing almost exactly. Except the interceptor takes less resource and isn't as fast as an A-wing but is more maneuverable. The adv. is supposed to be the model that is meant to go toe to toe with the x-wing. You wouldn't want to increase your mass AT ALL!!! Each chassis has it's own stats and if you increased your mass you'd end up GREATLY hurting your maneuverability and acceleration. I remember playing TIE fighter and in my interceptor I could blow anything out of the sky except A-wings. Those guys used to fly circles around me and took the longest to eliminate.


And the TIE bomber is perfect where it's at. If you played TIE fighter then you'd realise that thing is supposed to be death incarnate. I could take out anything in a TIE bomber and even do a little dog fighting too. Only the fast ships like headhunters and A-wings were a problem for dogfighting at which I'd blow them out of the sky with a fast concussion or two.


They left the base mass on the interceptor the way it was to keep it as close to the A-wing as possible. If they added a weapon slot and dropped the missile slot you STILL wouldn't be able to equip both weapon slots seeing as how weapons have 2x-3x the mass as launchers do. As stated earlier increasing your mass by the game's funny space physics would mean you would turn a LOT less and would have to greatly decreased speed each time you turn. Be thankful though. In an interceptor you don't have the "server hit bug" that y-wings and standard TIEs have. You don't have to do guess work aiming far ahead at targets to hit them since your spread fire hits things normally.

Message Edited by Dragonbanisher on 11-02-2004 10:09 AM



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ArianSix
Tue Nov 02, 2004 11:12 am
#86






Vicotnik wrote:
Yeah, you might have to make sacrifices when you get crafted weapons, but it might be worth it to downsize your weapons a notch or two. Your DPS might actually increase over time if you can fire rapidly without any pauses for capacitor recharge.






Definately worth more investigation.


My last loadout had a moderate dmg, high refire rate, low drain weapon. My current loadout was a high dmg, low refire, high drain weapon. What I found was that if I missed a lot (like when starting out) the first option was best... but now, the second option is working better for me since I can make more of my hits count.


Tonight, I'll be testing the extreme case. My new loadout has the same gun from the current one plus another moderate-high dmg weapon with low refire and medium drain. According to the math this pushed up my DPS damage up another 807 points to shield/armor.


In sum, the damage will he extremely high, the refire will be low, and the drain will be ungodly - I've never seen a capacitor discharge so fast... I'm curious to see how this is going to perform tonight!


-- A6







(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Vicotnik
Tue Nov 02, 2004 11:44 am
#87






ArianSix wrote:





Vicotnik wrote:
Yeah, you might have to make sacrifices when you get crafted weapons, but it might be worth it to downsize your weapons a notch or two. Your DPS might actually increase over time if you can fire rapidly without any pauses for capacitor recharge.






Definately worth more investigation.






Very much so. In fact, I think that was one of the ideas behind this current mass system. I bet the developers wanted us to make choices in where our ships would be strongest and weakest. I didn't much like this system though, it's too much of a headache if you haven't got your own pocket shipwright...




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
JakobSunrunner
Tue Nov 02, 2004 11:52 am
#88

people, you need to get your fact's straight.


the Tie Interceptor is the answer to the x-wing, not the a-wing. read the source guide of starships and stations in those books lucas books updated twice.


The a-wing was madefor the Tie Interceptor...


time line

Tie Interceptor=little after yavin


A-wing=after or during hoth.


the A-wing was the answer to the Tie Interceptor in speed, heck even go to the starwars site and look it up.


Anyway, the Tie Interceptor needs more weight, and needsonly to befaster then an x-wing and more nimble AT TOP SPEEDbut no faster then a-wing.tie interceptorsby the way are not more nimble then a a-wing, they are about the same,, but the tie interceptor has a marginal increase in nimbleness at TOP speed, not all better nimbleness around, AT SLOWER SPEEDS THE A-WING AND TIE INTERCEPTORS ARE THE SAME IN NIMBLENESS go see the guide by lucas books books called the guide to starships and vehicles.


Does anyone realize that the b-wing is supposed to be more nimble then a tie interceptor? go to the starwars site and see for yourself, the fast turn rate of a b-wing is its answer to slow speeds


of course not, alot of you guys are assuming alot.


Tie interceptors need more weight and customizable ability then currently.



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ArianSix
Tue Nov 02, 2004 11:59 am
#89






Vicotnik wrote:
Very much so. In fact, I think that was one of the ideas behind this current mass system. I bet the developers wanted us to make choices in where our ships would be strongest and weakest. I didn't much like this system though, it's too much of a headache if you haven't got your own pocket shipwright...






Agreed, I was lucky enough to find a good shipwright who's willing to work and experiment with me in order to get parts to fit into that tiny ship. It's still a lot of work though, so I might create a pocket shipwright some time down the road.


Realistically it's the the mass of the ship that I have a problem with... it's the mass of decent components. I think the devs were way to aggressive with mass and have limited our options a little too sharply.


--- A6







(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Voltiar
Tue Nov 02, 2004 12:13 pm
#90

To be honest I loved my TIE Interceptor I was able to solo most of the Tier 3 missions. Only needing help on the lovely Gun ships *I'm storm squad* But I do know what you mean. I was just lucky with some loot droped shields gun's and engin.



Yeah, apparently he had a sense of humor. At least he didn't make it HappyBagel or CreamCheeseBagel.


evlboy
Tue Nov 02, 2004 12:32 pm
#91

Gadon, you're incorrect, the TIE Interceptor was built to be the answer to the fast and maneuverable A-Wing, but I digress, I believe that the Interceptor should have 2 projectile hardpoints and I would willingly sacrifice missile mounts for it, due to the fact that I never use missiles anyway (I hate em). This was discussed over and over again in beta yet it was completely overlooked (surprising?). Until the developers decide maybe the players have the right ideas you won't see these changes go into effect anytime soon so the best thing to do is practice the hell out of flying that hog..hehe I know I do, because it's my favorite ship in all the fleet and even at master I will take it over and aggressor or oppressor anyday because it requires a little more skill and attention to pilot it successfully which makes the challenge of dogfighting more enjoyable. Good post BTW.



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